Practice Final Exam Questions


Hey everyone! Feel free to add any questions or any answers you may have in regards to final content for the exam. This page will be useful if you have any holes in your notes. We can help each other with any more info we are unclear about.

-hey, if you guys look at the previous wiki's you can find some really good summaries of the lectures and readings


cct333-w08 Final Exam - Study Tips
cct333-w09 A5 - Test
Key points from lecture notes



Entry#1 : TextBook Notes
Hey guys heres some text book notes pasted into one document. Enjoy- Antonia



CCT333 Example Questions:





HEY GUYS I WAS THINKING LETS ADD SOME SAMPLE QUESTION HERE< questions you think would be on the test. ex: example the elements on the Activity Triangle and give scenarios <
just a thought - thanks antonia

Some key things to remember from each lecture
cheers Everyone- Antonia



Great idea antonia!

Since jones said there will be 5- 6 questions on the test: I was thinking of these as possible "topics" of questions. ( I asked somoene for last year and they said focus on things which have "list" which is what jones focues on )

First question
: Apply Pact analysis
Second question: Aply Norman's Principles of Design
Third questions - What are the other priciples of design
Fourth questio - Functions of engagement
Fifth question - Differentiate between qualitative and quantative research
Sixth question - Describe nodes in activity triangle - Describe activity theory
Seventh question -Describe differnet types of scenorios in the context given
Eight question - Describe differnt types of prototyping
Nine question - List the eight challenges

Above are the possible questions i could think of. Feel free to add more
Goodluck-niwaz

Thats really helpful. Thanks.


TIP - While browsing throught other wikispaces - The topics they had for their long answer were redesigning:
a) facebook
b) CCIT program
c) wikispaces
d) an existing technology of choice ( a former student told me this)
e) twitter could be a possibility (its the most popular right now)

Also, I found this very helpful:


Tips to Succeed
  • Don't simply regurgitate course content
  • Aim for succint answers - get to the point
  • Make your written answers 'scannable' such that it is easy to find the main points
  • Don't dissect the text in the case study. Simply, read it, understand it and be able to apply content such as Norman's Design Principles, bodystorming, flow charting, activity theory, PACT analysis, Moscow analysis, etc.



Lecture 2: People, Activities, Context and Technology


PACT
·
P=People. As a designer you must take physical, personalities, psychological, and usage differences (in order to have human centered technology)
·
A=Activities. designers need to consider10 important characteristics of activities: everyday use, time pressure, continuous vs. interruption, response time, solo vs. coordination, defined tasks, safety, mistake-proof, data requirement, and demands
·
C= Contexts. Activities always happen in a context (analyse together) physical environment, social context, privacy issues, organization context
·
T = Technologies. Input=how people enter data / output= Good content?

Lecture 4: Principles of User Experience Design (Part 2)


Visibility
Consistency
Familiarity
Affordances
Navigation
Control
Feedback
Recovery
Constraints
Flexibility
Style
Conviviality




Lecture 5: A Few More Principles/Cognitive Psychology Intro


Memory (sensory, working and long-term)
Recall and recognition
Attention
Perception
Gestalt processing
Representation
Mental models
Action and persuasion




Lecture 6: Cog Psych Conclusion and Intro to Research
Gesalt: Part/Whole, Proximity, Continuity, Similarity, Closure - we fill in gaps
Norman Models (Research)
Incomplete
Poorly tested
Unstable
Unreliable
Vague boundaries
Superstitious or illogical





Lecture 7: Qualitative Research Methods


Secondary source research
Content Analysis
Interviews/Focus Groups
Case Studies/Grounded Theory
Ethnography/Observation
Contextual Inquiry/Action Research





Lecture 8: Quantitative Research Methods




Experiments
Benefits & limitations
Data mining
Surveys/questionaries
Sampling
Data analysis


Content Analysis
Interviews/Focus Groups



Lecture 9: Scenarios & Requirements/ Complex Interaction/Activity Theory


Conceptual Scenarios & Concrete Scenario

SECI and Ba

  1. Socialization
  2. Externalization
  3. Combination
  4. Internalization

Subject - people
Object - goal, task
Artefact - tools, technologies
Community - others affected by the activity
Division of Labour – the role of power relations in accomplishing task
Praxis – norms/mores governing activity


Contradiction



Lecture 10: Activity Theory, Prototypes and Evaluation
Evaluation
Access concerns removing the barriers that would otherwise exclude some people using the system at all.
Usability refers to the quality of the interaction in terms of parameters such as time taken to perform tasks, numbers of errors made and the time to become a competent user (it may meet requirements of usability criteria, but may fail to satisfy audiences)
Acceptability refers to fitness for purpose in the context of use.
Engagement concerns designing for great, exciting and riveting experiences (aka ‘wow’ factor)
Prototypes are used to embody scenarios in possible technology (
Paper Prototyping
- Means of communicating with users and bringing them into design process)


Activity Theory
· Core features comprise recognition of the role and importance of culture, history and activity in understanding human behaviour.
· CHAT: Cultural Historical Activity Theory
o 3 basic principles:
§ Activities as the smallest meaningful unit of analysis
§ The principle of self-organizing activity systems driven by contradictions
§ Changes in activities as instantiations of cycles of expansive learning.
· Structure:
o Subjects: one or more people
o Object: purpose/product or output
o Artefact: tools used
o Community: All other groups that take stake in activity
o Division of labour: horizontal and vertical divisions of responsibilities and power within activity
o Praxis: formal and informal rules and norms governing the relations between the subjects and the wider community of the activity.
· Contradictions:
o Primary: conflict at node
o Secondary: conflict between two nodes
o Tertiary: occurs when activity is remodeled to take account of new motives or new ways of working
o Quaternary: occurring between different co-existing activities

IMPACT

Intention
Metrics
P
A
C
T



Integration of core course concepts in the case studies

Since the short answer questions are from the case studies, and they are all about application of the core concepts in the course (prototyping, ethnography, activity design and etc.) I was thinking that some major concepts from the theory part can appear along concepts from the case studies (inclusive capitalism/bottom up economic development, material economy, perceived vs. planned obsolescence, biomimicry, Apple iPod design paradigm, design for the other 90 and concept of basic rights addressed trough design,stakeholder analysis, socially responsible design , microfinance, ergonomics, therbligs motion studies, bodystorming, roleplaying, case theatre scenario, tangilble bits, service design etc.)

Useful video on "mental models" :http://www.youtube.com/watch?v=T2EIx9rBy78